Post by Deleted on Feb 14, 2015 7:48:03 GMT
Main Class:
Main Class Claims:
Stratford Coconia Festival - [1 832] [2 1594] [3 780] [4 1557] [5 1048] [6 808] [7 766] [8 771] [9 798]
Invite to Tea - [1 689] [2 703] [3 622] [4 642] [5 766] [6 673] [7 506] [7 672] [8 837]
Strangest Thing - [1 429] [2 799] [3 803] [4 784] [5 659] [6 803] [7 645] [8 778]
Back to Square Ten - [1 767] [2 755]
Entry to a New World - [1 511]
Total Word Count: 22797
Main Class AP Claimed: 91
Craft Subclass:
Craft Subclass Claims:
Making Your Mark - [1 (339)] [2 (310)] [3 (300)] [4 (287)] [5 (382)] [6 (411)]
Londinium Coconia Festival - [1 1519]
Stratford Coconia Festival - [1 826]
Total Word Count: 4374
Craft Class AP Claimed: 17
RP Subclass:
RP Subclass Claims:
Back to Square Ten - [1 544] [2 1053]
Total Word Count: 1597
RP Class AP Claimed: 6
Total Claim:
Link to Previous Claim: AP Claim [2]
Pre-Claim AP:
Main Class: - 60 AP
Craft Subclass: - 11 AP
RP Subclass: - 0 AP
Post-Claim AP:
Main Class: - 151 AP
Craft Subclass: - 28 AP
RP Subclass: - 6 AP
Final Levels:
Main Class Level: 40
Craft Subclass Level: 14
RP Subclass Level: 4
Requested Skill(s):
SORCERER
Magic Light
Tier I Skill
The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
Serpent Bolt
Tier I Skill
A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. This skill has a casting time of 2 seconds and a cooldown of 45 seconds.
Thunderbolt Crash
Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Spatial Confluence
Tier II Skill
An area of effect skill which is a two part skill centered around an implosion. To activate, the user chooses a target to act as the epicenter. Following activation the target is hit by an explosion followed immediately by the forceful suction of all mobs within a 3 meter radius towards the center. Single target damage: medium, increases with number of mobs in area of effect. Other mobs are hit by a flat medium damage. Useful for gathering targets for a secondary AOE skill strike. This skill has a casting time of 3 seconds and a cooldown of 40 seconds.
Lightning Chamber
Tier II Skill
A spell that generates a pentagram of blue-purple lightning that attaches onto the target and deals a high dose of continuous lightning damage. It boasts one of the highest amounts of single target burst damage among the Sorcerer's skills, but generates a lot of aggro in return. After the Sorcerer has reached Level 60, an alternate casting of Lightning Chamber can be performed. This spell, called Chained Lightning, has a shorter casting and cooldown time but deals slightly lesser damage, uses up a little bit more MP, and generates a little bit more aggro. Lightning Chamber has a casting time of 4 seconds and a cooldown time of 30 seconds. If Chained Lightning is used, this skill instead has a casting time of 2 second and a cooldown time of 20 seconds.
Magical Disjunction
Tier II Skill
A skill that taps into supernatural realms to deal darkness-based damage to a large amount of foes. The activation of this skill places a magic circle of 3 meters in radius for 30 seconds, dealing damage as long as targets stand underneath the circle. A target damaged by Magical Disjunction has all of their passive skills disabled for a full minute and toggle skills forcibly turned off after damage has been dealt. Because of this secondary effect, it is often a powerful skill to use against an enemy that relies upon such skills to survive. This skill has a casting time of 4 seconds and a cooldown of 45 seconds.
Robust Battery
Tier II Skill
A toggle skill, this ability makes the Sorcerer take an alert stance and conjures a magic circle at their feet. This magic circle's radius is extremely small with a base of 1 meter radius, so that even taking a few steps in any direction can cancel it. In exchange for the user's virtual immobility, Robust Battery greatly improves the user's magic attacks and is viable enough that some focus a character build around it. Sorcerers who wish to incorporate this skill into their routine should be sure that their party can provide adequate support.
ARTISAN
Level 11 Skill
Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, given enough available materials. However, this comes with the cost of making the object extremely fragile, to the point where even a moderate impact can completely shatter it. It's said that some Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains.
Main Class Claims:
Stratford Coconia Festival - [1 832] [2 1594] [3 780] [4 1557] [5 1048] [6 808] [7 766] [8 771] [9 798]
Invite to Tea - [1 689] [2 703] [3 622] [4 642] [5 766] [6 673] [7 506] [7 672] [8 837]
Strangest Thing - [1 429] [2 799] [3 803] [4 784] [5 659] [6 803] [7 645] [8 778]
Back to Square Ten - [1 767] [2 755]
Entry to a New World - [1 511]
Total Word Count: 22797
Main Class AP Claimed: 91
Craft Subclass:
Craft Subclass Claims:
Making Your Mark - [1 (339)] [2 (310)] [3 (300)] [4 (287)] [5 (382)] [6 (411)]
Londinium Coconia Festival - [1 1519]
Stratford Coconia Festival - [1 826]
Total Word Count: 4374
Craft Class AP Claimed: 17
RP Subclass:
RP Subclass Claims:
Back to Square Ten - [1 544] [2 1053]
Total Word Count: 1597
RP Class AP Claimed: 6
Total Claim:
Link to Previous Claim: AP Claim [2]
Pre-Claim AP:
Main Class: - 60 AP
Craft Subclass: - 11 AP
RP Subclass: - 0 AP
Post-Claim AP:
Main Class: - 151 AP
Craft Subclass: - 28 AP
RP Subclass: - 6 AP
Final Levels:
Main Class Level: 40
Craft Subclass Level: 14
RP Subclass Level: 4
Requested Skill(s):
SORCERER
Magic Light
Tier I Skill
The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled.
Serpent Bolt
Tier I Skill
A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. This skill has a casting time of 2 seconds and a cooldown of 45 seconds.
Thunderbolt Crash
Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Spatial Confluence
Tier II Skill
An area of effect skill which is a two part skill centered around an implosion. To activate, the user chooses a target to act as the epicenter. Following activation the target is hit by an explosion followed immediately by the forceful suction of all mobs within a 3 meter radius towards the center. Single target damage: medium, increases with number of mobs in area of effect. Other mobs are hit by a flat medium damage. Useful for gathering targets for a secondary AOE skill strike. This skill has a casting time of 3 seconds and a cooldown of 40 seconds.
Lightning Chamber
Tier II Skill
A spell that generates a pentagram of blue-purple lightning that attaches onto the target and deals a high dose of continuous lightning damage. It boasts one of the highest amounts of single target burst damage among the Sorcerer's skills, but generates a lot of aggro in return. After the Sorcerer has reached Level 60, an alternate casting of Lightning Chamber can be performed. This spell, called Chained Lightning, has a shorter casting and cooldown time but deals slightly lesser damage, uses up a little bit more MP, and generates a little bit more aggro. Lightning Chamber has a casting time of 4 seconds and a cooldown time of 30 seconds. If Chained Lightning is used, this skill instead has a casting time of 2 second and a cooldown time of 20 seconds.
Magical Disjunction
Tier II Skill
A skill that taps into supernatural realms to deal darkness-based damage to a large amount of foes. The activation of this skill places a magic circle of 3 meters in radius for 30 seconds, dealing damage as long as targets stand underneath the circle. A target damaged by Magical Disjunction has all of their passive skills disabled for a full minute and toggle skills forcibly turned off after damage has been dealt. Because of this secondary effect, it is often a powerful skill to use against an enemy that relies upon such skills to survive. This skill has a casting time of 4 seconds and a cooldown of 45 seconds.
Robust Battery
Tier II Skill
A toggle skill, this ability makes the Sorcerer take an alert stance and conjures a magic circle at their feet. This magic circle's radius is extremely small with a base of 1 meter radius, so that even taking a few steps in any direction can cancel it. In exchange for the user's virtual immobility, Robust Battery greatly improves the user's magic attacks and is viable enough that some focus a character build around it. Sorcerers who wish to incorporate this skill into their routine should be sure that their party can provide adequate support.
ARTISAN
Level 11 Skill
Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, given enough available materials. However, this comes with the cost of making the object extremely fragile, to the point where even a moderate impact can completely shatter it. It's said that some Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains.